Introduction
Story
Maki Genryusai is a character from Capcom's Final Fight series, first appearing in 1993's Final Fight 2.
Maki is a ninja trained in Bushinryu, the same style as the 37th Bushinryu Master Genryusai and Guy, her childhood friend. Genryusai and Maki's sister/Guy's fiancée Rena were kidnapped by Metro City's Mad Gear gang and their leader Retu. Maki teamed up with Haggar and Carlos and searched the world. After defeating Rolento in Italy, he told them that the kidnapped pair were held in Japan. After kicking Retu out a window, seemingly to his death, Genryusai and Rena were rescued. Guy and Rena soon married, turning Guy into Maki's brother-in-law.
Later, after Genryusai's death, Zeku ascended to become the 38th Bushinryu Master. He continued to train Guy, eventually making Guy strong enough to defeat him and watch him become the 39th Bushinryu Master.
This turn of events annoyed Maki, who believed she was stronger than Guy. For several years, Maki searched for Guy to try to take the title of Bushinryu master. When she found him, he was in the middle of dealing with Shadaloo. Seeing her opportunity, the two started to fight. However, the fight was interrupted by the appearance of Shadaloo leader M.Bison. Maki rushed off to fight Bison, but was soon overwhelmed by the full might of Bison's Psycho Power. As he was about to deliver the final blow, Guy intervened and caused to Bison to retreat. Irritated, Maki thanked Guy for saving her and admitted she's not strong enough to become master yet, but says she will defeat Guy the next time they meet.
In addition to Final Fight 2, Maki appears in Street Fighter Alpha 3 Upper for the Game Boy Advance, included as part of a set of characters ported over from CvS2.
Gameplay
Maki is a specialist mid-tier character that relies on Bushin-style speed and deception to set up most of her attacks. Her array of movement and jumping options on the ground and against the wall can control spacing like few other characters, making it easy to keep away from opponents. Her anti-air attacks are outstanding, including her 3K Suicide Spin special move; it is instantly invincible at what is effectively the press of a button, though it costs a bit of Maki's health to perform.
In close quarters, Maki primarily uses mixups and confuses opponents with frame traps, throws, and the threat of a quick overhead. Maki's punch throw has the second largest range in the game (60px instead of the normal 54px), allowing her to do more with her block strings but still get a tick throw in. Cancelling attacks into her forward (or backward) command run can reset block string pressure, launch Maki into her leaping overhead attack, or even allow you to buffer into her 720 grab super—on the ground or in the air.
Maki's kick super is ridiculously damaging, especially in K-Groove. However, it can be very difficult to confirm into, requiring either a delicate buffer or extremely tight links. In general, this super is used to punish a mistake or bad guess by the opponent, generated by your mixups. Being able to recognize these punish opportunities and then land a quick super cancel off of crouching MK or close/far standing HP is very important to maximize damage potential with Maki. Though a mid-tier character, Maki matches up well against many high-tier characters in CvS2. She usually wins the positioning game in neutral due to her movement options, and can shutdown most top-tier nonsense and even A-Groove activations with selective use of Suicide Spin.
Despite this, Maki struggles on account of having a difficult time converting meter into big damage, especially against experienced players who can react to mixups and 720 setups. Most of the damage she inflicts against opponents will be accumulated from light pokes, heavy single-hit strikes, and throws. Without an easy and reliable super confirm, all the work you do with Maki can be undone by your opponent's easy and reliable super confirm. Additionally, some of Maki's basic pokes and punish buttons can whiff against small crouching characters, reducing her options up close against much of the cast.
Groove Selection
Best - C/N/K: Maki is most effective in C, N, and K-Grooves, though each have pros and cons. In K-Groove, the offensive bonus gained from rage can really add up, though it's giving up roll cancel Genko, which Maki benefits greatly from. That becomes an option in N-Groove, as does the extra damage gained from popping a stock; however, Maki's level 1 720 command grab super is rather useless, as it can be jumped out of after the super flash. This is mitigated in C-Groove, where Level 2 supers and a dead-body hop become available, though at the cost of her regular run which can aid in her deception/mixup game.
Useful - A: A-Maki gets access to Custom Combo, and just like any character, her CC is nothing to scoff at. However, the lacking movement and the fact that you'll basically never use her 720 super make A-Maki a lot more questionable, and her utility with CC isn't quite enough to make up for the loss of movement and supers.
Worst - S/P: Maki is a rushdown character who wants to move around a lot and spend meter on 720 supers. S-Groove wants you to sit still to charge meter, or get hit enough to reach low health. Neither of these are really a good thing with Maki, and she doesn't benefit at all from infinite level 1's since her level 1 720 is jumpable. P-Groove is worse because, without meter, Maki's punishes are inconsistent and weak. While a parry from P-Maki with a level 3 ready can be scary, it isn't much scarier than the P-Groove top tiers, and you might never get a chance do it in the first place.
Maki is a powerful rushdown with great mobility and mixup, but struggles to utilize meter or combo in general. Maki is best in C, N, or K-Groove. |
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Pros | Cons |
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Moves List
System & Subsystem Mechanics
Dashes & Run
Roll
Dodge & Dodge Attacks
Guard Cancel Counter Attack & Movement
Throws
Normal Moves
Far Standing Normals
5MP
5HP
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Far ![]() |
1200 | 12 | SU | H/L | H | 6 | 4 | 38 | 48 | -14 | -14 | - |
Maki takes a full swing with her tonfa across her body at hip level, reaching a far distance out in front of her.
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5LK
5MK
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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Far ![]() |
800 | 8 | SU | H/L | H | 6 | 6 | 16 | 28 | ±0 | ±0 | - |
Maki leans back and extends her leg out horizontally, hitting with her foot.
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5HK
Close Standing Normals
cl5LP
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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Close ![]() |
300 | 3 | RF/SP/SU | H/L | H/L | 3 | 4 | 8 | 15 | +3 | +3 | - |
A quick, high poke with Maki's tonfa.
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cl5MP
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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Close ![]() |
800 | 8 | SP/SU | H/L | H | 5 | 6 | 11 | 22 | +5 | +5 | - |
Maki thrusts her elbow and butt of her tonfa out from her hip.
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cl5HP
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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Close ![]() |
1100 | 11 | SP/SU | H/L | H | 6 | 4 | 28 | 38 | -8 | -8 | - |
Maki swings upward with her elbow and butt of her tonfa, hitting above the shoulders.
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cl5LK
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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Close ![]() |
400 | 4 | SU | H/L | H/L | 5 | 6 | 8 | 19 | +3 | +3 | - |
Maki kicks her foot out low and to the side.
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cl5MK
cl5HK
Crouching Normals
2LP
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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![]() ![]() |
300 | 3 | RF/SP/SU | H/L | H/L | 3 | 4 | 8 | 15 | +3 | +3 | - |
A quick poke with the tip of Maki's tonfa at knee level.
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2MP
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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![]() ![]() |
900 | 9 | SP/SU | L | L | 6 | 4 | 13 | 23 | +7 | +7 | - |
Maki thrusts the butt of her tonfa straight down into the ground in front of her, hitting low.
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2HP
2LK
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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![]() ![]() |
300 | 3 | SP/SU | L | L | 3 | 4 | 9 | 16 | +4 | +4 | - |
Maki extends her leg and thrusts her foot out against the ground, kicking low.
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2MK
2HK
Jumping Normals
8LP
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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![]() ![]() |
600 | 6 | SP/SU | H | H | 4 | 22 | - | - | - | - | - |
A downward, angled poke with the tip of Maki's tonfa.
A general note about Maki's air attacks: All of Maki's air normals can be cancelled into a special move (her Tengu Daoshi air throw), super (the air 720), or both. However, given that these are throws, the cancels are basically useless because they cannot be comboed into after a physical attack. You may be able to setup something against P-Groove air parries, however. |
8MP
8HP
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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![]() ![]() |
1200 | 12 | SU | H | H | 7 | 6 | - | - | - | - | - |
Maki swings her tonfa hard and straight down with two hands, hitting with the tip end.
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8LK
8MK
8HK
Command Normals
BushinChain
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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1st Hit![]() |
300 | 3 | into ![]() |
H/L | H/L | 3 | 4 | 8 | - | +3 | +3 | - |
2nd Hit ... ![]() |
500 (800 Total) | 5 (8 Total) | into ![]() |
H/L | H/L | 6 | 4 | 27 | - | +4 | +4 | - |
3rd Hit ... ![]() |
600 (1400 Total) | 6 (14 Total) | into ![]() ![]() ![]() |
H/L | H/L | 6 | 4 | 27 | - | -7 | -7 | - |
Maki unleashes a chained series of attacks. The above data indicates situation if the chain is stopped after each hit. (The first hit is a regular close LP and shares the same properties.) To complete the chain, use one of the finishing options below.
(*) Future updates to the wiki will include height data, after which the Maki page will updated with info on which high-hitting normals are safe against which crouching characters. | ||||||||||||
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
Kick Finisher ... ![]() |
700 (2100 total) | 7 (21 total) | - | H/L | H/L | 6 | 6 | 21 | - | -3 | -3 | - |
Maki finishes the chain combo with a high-stepping roundhouse kick.
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Version | Damage | Throw Range | Startup | Active | Recovery | Total | Invul | |||||
Throw Finisher ... ![]() ![]() |
1000 (2400 Total) | 60px | 0 | 1 | 13 | - | - | |||||
Maki finishes the chain combo by grabbing the opponent and tossing them up into the air.
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Elbow Drop
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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In air, ![]() ![]() |
800 | 8 | - | H | H | 9 | Until landing | - | - | - | - | - |
Maki raises her tonfa in front of her, slowing her forward momentum.
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Special Moves
Genko
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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LP![]() ![]() |
1100 | 11 | - | H/L | H | 14 | 4 | 33 | 51 | Down | -9 | - |
MP![]() ![]() |
1200 | 12 | - | H/L | H | 14 | 4 | 33 | 51 | Down | -9 | - |
HP![]() ![]() |
1300 | 13 | - | H/L | H | 14 | 4 | 33 | 51 | Down | -9 | - |
Maki steps into a far-reaching haymaker punch.
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Hayagake
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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Run Starter![]() ![]() |
0 | - | - | - | - | 0 | 60 | 22 | 82 | - | - | - |
Maki begins a forward run, eventually skidding to a stop if no other commands are input. Hayagake run general information:
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Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
Run Stop![]() ![]() ![]() |
0 | - | - | - | - | - | - | 22 | - | - | - | - |
Maki skids to a complete stop.
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Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
Low Slide![]() ![]() ![]() |
1300 | 13 | - | L | L | 12 | 9 | 28 | 49 | Down | -17 | - |
Maki slides low to grab the opponent, then picks them up and body slams them back down.
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Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
Overhead![]() ![]() ![]() |
1600 | 16 | - | H | H | 24 | 8 | 20 | 52 | Down | -1 | - |
Maki leaps up and hits the opponent with a high attack, following up with an overhead suplex.
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SakaHayagake
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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Back Run Starter![]() ![]() |
0 | - | - | - | - | 0 | up to 60 | 22 | up to 82 | - | - | - |
Maki begins a backwards run, eventually skidding to a stop if no other commands are input. Saka Hayagake run general information:
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Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
Run Stop![]() ![]() ![]() |
0 | - | - | - | - | - | - | 22 | - | - | - | - |
Maki skids to a complete stop.
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Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
Forward Super Jump![]() ![]() ![]() |
- | - | - | - | - | 9 | - | - | - | - | - | - |
Maki quickly changes direction and launches into a forward super jump.
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Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
Backward Super Jump![]() ![]() ![]() |
- | - | - | - | - | 4 | - | - | - | - | - | - |
Maki uses her backwards momentum to super jump away from the opponent.
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TenguDaoshi
Hassoukyaku
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Wall Jump in air, on wall ![]() ![]() |
- | - | - | - | - | 10 | - | - | - | - | - | - |
Maki does a horizontal jump off the wall.
Hassoukyaku general information:
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Version | Damage | Throw Range | Startup | Active | Recovery | Total | Invul | |||||
Close Grab in air, on wall ![]() ![]() |
1300 | 42px Horizontal, 50-70px Vertical | 26 | Until Landing | 21 | - | - | |||||
Far Grab in air, on wall ![]() ![]() |
1300 | 42px Horizontal, 50-70px Vertical | 26 | Until Landing | 21 | - | - | |||||
Maki lunges with outstretched arms to grab the opponent and then slams them down with an overhead suplex.
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Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
Stall and Drop in air, on wall ![]() ![]() |
- | - | - | - | - | 12 | Until Landing | 5 | - | - | - | - |
Maki drops straight down from the wall.
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Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
Close Wall Kick in air, on wall ![]() ![]() |
1200 | 12 | - | - | - | 14 | Until Landing | 23 | - | Down | ±0* | - |
Far Wall Kick in air, on wall ![]() ![]() |
1200 | 12 | - | - | - | 14 | Until Landing | 23 | - | Down | ±0* | - |
Maki jumps down nearer the wall with a downward-angled kick.
(*) This frame advantage assumes the best case scenario of the opponent blocking the kick just as you land from it. The higher up you are when contact is made, the worse the frame disadvantage is. Avoid using the HK version against opponents closer to the wall, as this will hit higher and give them more time to recover from the block before you land. |
Reppukyaku
Supers
BushinGouraiha
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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Level 1![]() ![]() ![]() |
2400 | 0 | - | H/L (*H/L) | H | 5:4 | - | 39 | - | Down | -26 | 9 Full |
Level 2![]() ![]() ![]() |
3200 | 0 | - | H/L | H | 5:4 | - | 49 | - | Down | -37 | 15 Full |
Level 3![]() ![]() ![]() |
5600 | 0 | - | H/L | H | 5:4 | - | 58 | - | Down | -47 | 23 Full |
Maki unleashes a series of rapid attacks, ending with a upward kick.
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Tesshinhou
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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Run Startup![]() ![]() ![]() |
0 | - | - | - | - | 4:4 | 60 | 25 | 93 | - | - | Varies by Level |
Level 1![]() ![]() ![]() ![]() |
2200 | 0 | - | H/L | H/L | 8 | 19 | 29 | 56 | Down | -6 | 8 Full (from Startup) |
Level 2![]() ![]() ![]() ![]() |
3600 | 0 | - | H/L | H/L | 8 | 19 | 29 | 56 | Down | -6 | 14 Full (from Startup) |
Level 3![]() ![]() ![]() ![]() |
6600 | 0 | - | H/L (H)* | H/L (H)* | 8 | 19 | 48 | 75 | Down | -28 | 22 Full (from Startup) |
Maki runs forward then leaps forward with a sustained kick attack. At Level 3, she finishes the attack with a haymaker punch.
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Ajaratengu
Version | Damage | Throw Range | Startup | Active | Recovery | Total | Invul | |||||
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Level 1![]() ![]() ![]() |
2900 | 58px | 4:4 | 1 | 24 | 33 | 5 Full | |||||
Level 2![]() ![]() ![]() |
4100 | 58px | 4:4 | 1 | 24 | 33 | 14 Full | |||||
Level 3![]() ![]() ![]() |
5900 | 58px | 4:4 | 1 | 24 | 33 | 22 Full | |||||
Maki grabs the opponent, jumps into the air, and slams them from wall to wall before ending with a suplex to the ground.
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Version | Damage | Throw Range | Startup | Active | Recovery | Total | Invul | |||||
Air Level 1 in air, ![]() ![]() ![]() |
3200 | 56px Horizontal, 70~82px Vertical | 4:4 | 1 | Landing + 1 | - | 5 Full | |||||
Air Level 2 in air, ![]() ![]() ![]() |
4500 | 52px Horizontal, 70~82px Vertical | 4:4 | 1 | Landing + 1 | - | 14 Full | |||||
Air Level 3 in air, ![]() ![]() ![]() |
6300 | 48px Horizontal, 70~82px Vertical | 4:4 | 1 | Landing + 1 | - | 22 Full | |||||
Maki grabs the opponent out of the air and slams them from wall to wall before ending with a suplex to the ground.
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Combos
Meterless Combos
Maki has very few natural combos. The meterless options available to her are generally sub-optimal and have some disadvantages. Without meter, the majority of damage will come from single pokes adding up, big hits (sweeps, air attacks, suprise slides, overheads) and throws. Still, there are opportunities to get a few hits in when the opportunity presents itself.
Into Bushin Chains
- j.MK Crossup xx Bushin Chain Kick Ender
- j.MK Crossup xx Bushin Chain Throw Ender
Into Genko
- HP xx Genko
- MP xx Genko
- cr.MP xx Genko
Into Reppukyaku
- (cr.)LP×2 xx Reppukyaku
Links and Counter Hits
- cr.MP into cr.LK
- (Counter Hit) cr.MP into far HP
- Counter Hit cr.MP into cr.HK (2f)
- Counter Hit (cr.)LP xx Genko
- LP, MP, LP, LK xx Kick Super
Combos With Meter
Into Bushin Gouraiha (Punch Super)
Into Tesshinhou (Kick Super)
A-Groove Custom Combos
Information for this section comes from Gunter's Custom Combo Collection guide on his Google Drive space. For the full guide, complete with video, go to https://tinyurl.com/MakiCCs.
Ground
Crouching Opponent - If the opponent is standing, Maki needs to sweep them and use a juggling combo. There are so many options - HPs (cr.HPs are easiest, but you can do HP, cr.HP for a pixel or so more damage) directly into Rolls. You can also Reppukyaku into cr.HP, and even Genko into cr.HP, and use a runstop for the transition move. But the best option is jumping HPs. Sweep and launch with cr.HP, whiff a LP or LK to cancel your recovery, and superjump after them.
Standing Opponent - If the opponent is standing, you can do repeated HKs.
Anti-Air
Maki can Reppukyaku and cancel with a cr.HP to launch the opponent, You can basically do any of the juggling Ground CCs from this point. While this is the faster start, the move requires you to have a certain level of health, and it costs you some of that health in order to perform it If you don’t have enough health to do a Reppukyaku, Maki’s Genko also knocks the opponent down - it just has a lot of startup. Roll canceling it may help.
Blocked
Unfortunately, Maki has no blocked combo that will last for anything more than a few hits. However, you may consider using a Hayagake overhead attack to attempt a reset, or a runstop 720 super to get some damage when the opponent is blocking.
Other
Slide Start - Starting with a Hayagake low slid allows you to go through a fireball, and also to retaliate a blocked Psycho Crusher, Blanka Ball, or Hotfoot.
Corner Blanka Ball Retaliation - If you’re close enough to the corner when you block a Blanka Ball, you can activate and immediately do an HP Genko.
CC off Punch Throw - You can activate after a Punch Throw in the corner, and hit with a LP before they hit the ground.
Corner Dan/Rolento Combo - Maki can OTG C/P/S Dan/Rolento after her most damaging combo in the corner, allowing for an even more damaging CC.
Repeated Regular Throws - Maki is one of the few characters that repeatedly throw Dan and Rolento with regular throws. She can even do it full screen.
Advanced Strategy
Groove-Specific Strategy
C-Groove
In C-Groove
Against C-Groove
A-Groove
In A-Groove
Against A-Groove
P-Groove
In P-Groove
Against P-Groove
S-Groove
In S-Groove
Against S-Groove
N-Groove
In N-Groove
Against N-Groove
K-Groove
In K-Groove
Against K-Groove
Character Matchups
Akuma | Balrog (Boxer) | Blanka | Cammy | Chun-Li | Dan | Dhalsim | Eagle |
E.Honda | Guile | Ken | Kyosuke | M.Bison (Dictator) | Maki | Morrigan | Rolento |
Ryu | Sagat | Sakura | Vega (Claw) | Yun | Zangief | Evil Ryu | Shin Akuma |
Athena | Benimaru | Chang | Geese | Haohmaru | Hibiki | Iori | Joe |
Kim | King | Kyo | Mai | Nakoruru | Raiden | Rock | Rugal |
Ryo | Todo | Yamazaki | Terry | Vice | Yuri | Orochi Iori | God Rugal |
Capcom Characters
Akuma
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E. Honda
Guile
Ken
Kyosuke
M. Bison (Dictator)
Maki
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Todo
Yamazaki
Terry
Vice
Yuri
Boss Characters
Evil Ryu
Riot of Blood (Orochi) Iori
Shin Akuma
Ultimate (God) Rugal
Character Color Selection